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ssd21345
#121230525Thursday, December 26, 2013 9:21 AM GMT

When in games,especially war games,you don't want all(or almost all) teammates to packed in one spawn right?Then the enemy and camp and spawnkill.So there should allow you to adjust Spawn frequently
DataStore
#121231443Thursday, December 26, 2013 9:56 AM GMT

No support. Scriptable. You can already control how fast someone spawns through the use the "CharacterAutoLoads", and some scripting. The only downside to the use of the mentioned property is when they first enter the game they're stuck with the "Waiting for Character" screen, so therefore it may be better to simply remove their character each time they spawn (CharacterAdded), then using the "LoadCharacter" method after a predetermined time.
Hydrablox
#121236911Thursday, December 26, 2013 1:37 PM GMT

@Quorum < wat he said.
mikkjal134
#121237660Thursday, December 26, 2013 1:58 PM GMT

what quorum said
marcopolo444
#121238270Thursday, December 26, 2013 2:14 PM GMT

what quorum said
ssd21345
#121291891Friday, December 27, 2013 1:32 AM GMT

what qu said I think HE DON'T READ description I mean we can adjust how much % possibly to spawn in a spawn.
vlekje513
#121291994Friday, December 27, 2013 1:33 AM GMT

Also scriptable.
ssd21345
#121292069Friday, December 27, 2013 1:34 AM GMT

shadowing is scriptable why ROBLOX add shadowing then?
Espithel
#121293213Friday, December 27, 2013 1:48 AM GMT

Because shadowing wasn't easy to script and was incredibly server intensive for such a simple thing.
vlekje513
#121293341Friday, December 27, 2013 1:50 AM GMT

Shadowing is a lot of math and hard work.
BlastHardCheese
#121296467Friday, December 27, 2013 2:25 AM GMT

because shaders were compiled in OGRE3D instead of Lua???
DataStore
#121323376Friday, December 27, 2013 8:46 AM GMT

So, just for the benefit of the other posters, I'll enlighten my other interpretations based on the messages he has been sending me, accusing me of being lazy. Interpretations: 1) You're asking for the ability to change the spawn frequency for individual teams, so therefore they're not instantly respawned (3.5 seconds). Reply: Scriptable. You can store the character each time it's respawned, and then reparent their character (or use LoadCharacter) after a certain amount of time has elapsed. This is hinted at by use of the words "Spawn" and "Frequently", which can be interpreted as "Spawn Frequency" 2) You're asking for a way to define the spawn chance for each individual spawn. Reply: Scriptable. You can create a range of spawn points, being imitated by parts, and simply assign each a probability for a certain team to spawn there. You could also make this probability rely on how close another team is to it, etc. You would use an if statement to check if it's okay to spawn there, then use the "MoveTo" method on their character, to move it to the spawn points (that are imitated by parts). 3) It'll be "laggy"! Reply: If doing either of those is laggy for you, then you're doing something wrong. Neither ideas would result in "lag", as nothing strenuous is actually occurring. I could understand this argument, or point of view, if you were attempting to generate the Eiffel tower from 1x1 parts using a script, but again, it all depends on how you script it.

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